Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Staryu [Shurnarkabtishashutu] (Non-Gender)
Nature: Modest
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytics [DW]: If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Mudkip [Frederick] [Male]
Nature: Adamant
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Ability:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp DW: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Abilities:Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Type:
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[Flying]: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.Magic Bounce (DW): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Rock Head: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Alright, let's do this, Shurnarkabtishashutu! (Oh, that's not going to catch on very well...)

Shurnarkabtishashutu the Staryu(Move your mouse to reveal the content)Shurnarkabtishashutu the Staryu (open)Shurnarkabtishashutu the Staryu (close)

Staryu [Shurnarkabtishashutu] (Non-Gender)
Nature: Modest
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytics [DW]: If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Welcome to today's matchup in a boring competition between two very boring trainers: Nightmare Jigglypuff and Alchemator. Whoever in this battle is the most boring will receive the audience's respect.

So to start off the boringness, NJiggly sends out Shur the Staryu. Alchemator responds with Monty the Axew. Boy is this going to be boring.

So Shur boringly Camouflages into the background. She becomes the boring Normal Type in doing so! Of course, now that she's hidden, she won't be as easy to see, just because she is even more so boring than Monty. Monty doesn't care about boringness and uses Double Chop. It hits twice, of course. Wait a sec, Double Chop is a very boring sounding move for a Dragon Type Pokemon. That gives Axew some extra boring points!

Shur decides to Harden. She boosts her Defense up one stage. This is a slightly boring move. Not worth reffing. Shur gains some boring points because of this.
Monty hits Shur with a crazy Night Slash attack. It's less boring than the other moves this round, so Axew loses boring points.

Shur shoots a beam from its Power Gem hitting Monty quite hurtfully. This move is not even boring, as there's a beam and everything that goes with it. Shur loses some massive boring points here.
Monty counters Shur's Power Gem with a well placed Double Chop. It hits once! CRITICALLY! It hits a second time! CRITICALLY!. Well I'll be danged. That was a boring move, with non-boring effects added to it. Because it's a boring move that was way cooler than it should've been, the non-boringness counters the boringness, so Monty doesn't lose or gain boring points.

End Round 1

Field Effects:​

It's too boring for there to be any​

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Start off with a Dual Chop to bait that Protect - we don't want any healing going on after we've gained such a lead! Follow that up with a Taunt to stop future attempts at healing or protecting himself. Conclude with another Dual Chop, as he fails to protect.

Shur uses a boring attack, Protect, since it felt that Monty was just about to attack. It was right, since Monty used Dual Chop. Of course since Shur used Protect, it means nothing really happened that round. Because of that, both Pokemon receive massive boring points due to such a boring round. Monty can finally see Shur now, since the Camouflage wore off.

Shur attacks Monty with a blazing Thunderbolt. The attack is not so effective, but that's besides the point since it was a blazing thunderbolt. Shur loses some boring points because of that folks. Monty, of course decides to take the time to Taunt Shur. Shur, feeling provoked can only attack now! That was not too boring, so Monty loses a few boring points.

Shur tries to Protect again because of Monty's attack, but fails because it was taunted. Monty, however, Double Chops Shur, hitting it badly twice. Looks like Shur might not make it. Monty get's a few boring points. Shur does not gain or lose boring points due to such a failure.

End Round 2

Field Effects:
Well, it still looks pretty boring folks​

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Shur tries to use Recover. But it forgot that it was Taunted. So it couldn't use Recover. What a failure. Shur gains some boring points for doing this.

Monty then uses Double Chop. He chopped at Shur once. Shur doesn't look too good. He chopped Shur a second time. It is a Critical Hit! Talk about overkill. Monty loses some boring points for doing this.

Shur fainted.

End Round 3

Field Effects:
Well it is boring for sure.​

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Will Monty be able to sustain his boringness? Well, first we need to see what Pokemon Nightmare Jigglypuff has next. After that NJiggly needs to post actions. Alch will finish up this round by posting his actions.

Frederick the Mudkip(Move your mouse to reveal the content)Frederick the Mudkip (open)Frederick the Mudkip (close)

Mudkip [Frederick] [Male]
Nature: Adamant
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Ability:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp DW: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

So we have another boring round with another boring Pokemon. This time that boring Pokemon is a mudkip named Fredrick. Fred. What a boring name. Just for that, Fred gets a boring point.

Monty slices and dices at Fredrick with the most used and most boring move in this battle: Dual Chop. The second hit hard enough to be a critical hit. So Monty doesn't get any boring points for that.
Fred uses the weight of Monty's attack to Counter it. The counter is so boring that Fred gets another boring point.

Monty begins to complain about the Endeavor he is having, fighting Fred. Fred feels sympathy. Because of this Fred loses a boring point.
Fred Mud-slaps Monty. A Mudkip using Mud-slap. That's boring for sure. Fred gains a boring point.

Fred then Rock Slides Monty. This attack isn't too boring, in fact it is quite interesting since it hurts Monty a bit. Guess that that kind of stuff is worth losing a boring point.
Monty uses the weight of Fred's attack to Counter it. The counter is more boring than Fred's counter so Monty gains bonus boring points.

Yeah, what a boring round.

End Round 4

Field Effects:
It is getting even boringer (yes, I know that's not a real word) by the second.​

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So to be blunt, Monty uses Dual Chop, hitting Fred twice. The boringness of this attack is apparent, so Monty gains a boring point. Fred Curses about his bad luck, which somehow boosts his attack and defense, while dropping his speed. It's not too boring, but not to amazing either, so nothing is gained here.

Monty attacks with another Dual Chop, hitting Fred twice again. It is still boring, so Monty gains another boring point.
Fred Growls angrily at Monty. Hit luck was running out, and he needed back up. Monty's attack drops. It's boring enough for Fred to gain a boring point.

Monty is just a spammer. He spams another Dual Chop knocking Fred out with one final blow.

Fred fainted. Monty gains a boring point.

End Round 5

Field Effects:
None​

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I don't feel like commenting on the amount of boring points one gets in this round because I'm too bored.

So Murdoc Taunts Monty. Monty falls for it being such a sucker for taunts and such. Pretty solid stuff. Not too boring.
Monty Endeavors, and Murdoc is even more so a sucker and feels for the sadness that Monty has.

Murdoc then secretes some Toxic which poisons Monty severly.
Monty doesn't like the stuff, so he just Endeavors gain. So boring...

Murdoc FINALLY finishes Monty off by Venoshocking him. Talk about changing it from a boring battle to something slightly interesting...

Monty, of course, fainted.

End of Boring Round 6

Field Effects:
Didn't I already mention that I'm so bored?​

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So it is now the long awaited end to this battle. Congratulations Alch. I don't want to explain what happened too much other than reiterate that Alch has been fucking lucky this entire battle. Anyways, had RNG been nicer, I'm sure this match would've been much more interesting. NJiggly, there is always a next time (of course you DID get more rewards out of this than Alch, imo). I'm sure that a rematch between the two of you might show some changes. Anyways, yeah, I'm glad I got to ref this battle. This has been one hell of a ride. Good game both of you!!!

End Round 7

Field Effects:
None. Other than the fact that the battle is over​

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